How Do You Play - 0 views
Google Keep: Worth Trying, with Caution | TIME.com - 0 views
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"As expected, Google has flipped the switch on Google Keep, a dead-simple website and Android app for recording notes, checklists, images and audio. Also as expected, there's no shortage of tech pundits - still sore from Google's decision to shut down Google Reader - telling you to stay far, far away. As we witnessed with Reader, you can't trust Google to keep products around anymore, even popular ones, if they don't fit the company's long-term strategies. So maybe Google Keep won't exist in five years - it's still worth trying. "
Janell Burley Hofmann: To My 13-Year-Old, An iPhone Contract From Your Mom, With Love - 0 views
Pesda Press - 0 views
Anne Murphy Paul: Why Floundering Makes Learning Better | TIME.com - 0 views
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the “learning paradox”: the more you struggle and even fail while you’re trying to master new information, the better you’re likely to recall and apply that information later.
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let the neophytes wrestle with the material on their own for a while, refraining from giving them any assistance at the start.
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These students weren’t able to complete the problems correctly. But in the course of trying to do so, they generated a lot of ideas about the nature of the problems and about what potential solutions would look like. And when the two groups were tested on what they’d learned, the second group “significantly outperformed” the first.
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" Kapur has identified three conditions that promote this kind of beneficial struggle. First, choose problems to work on that "challenge but do not frustrate." Second, provide learners with opportunities to explain and elaborate on what they're doing. Third, give learners the chance to compare and contrast good and bad solutions to the problems. And to those students and workers who protest this tough-love teaching style: you'll thank me later." Originally shared by JPL! Still awesome. (yes, you Jeff, and this article)
Do Violent Games Lead Kids Astray? - IGN - 0 views
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dialogue is far removed, however, from the intensely heated conflict that exists at the smaller, more personal scale. On the one hand you have the millions of Americans who play games, whether on a console or a smartphone, and have been raised in a time where such things are ubiquitous. On the other is a (generally older) population whose exposure to games has been limited to the most visible examples of the medium, including billion-dollar series like Call of Duty and notorious time sinks like FarmVille that paint a limited portrait of gaming's full range.
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"You’re not wrong to be concerned about the time your son spends playing video games," wrote Moody. "But let me ask you this: If there were no video games here, wouldn’t there be some other stimulus that could threaten his time by diverting his attention away from, wait, what did you call it? 'What I feel are much more worthwhile and ultimately rewarding pursuits.’
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fears about video games are understandable. Like anything else, they can become the focal point of unhealthy behavior all too easily, a point Moody is quick to emphasize. As Moody says again and again, though, that’s hardly the fault of video games.
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"Video games are just tools, outlets for people to express themselves in as vast a variety of ways as anything else. They are still relatively new creations, and the unknown can frighten anyone, hence the uproar that's followed games for years. The same uproar and indignation that followed rock and roll in the '50s and novels in the 19th century. This is why the Violent Content Research Act of 2013 is ultimately a good thing. It will lead to, ideally, a deeper understanding of how we interact with games. For parents, children, players, academics, and everyone else with a vested interest in a gaming future, the most important thing is to maintain perspective."
2013 Horizon.K12: The Interim Results | The New Media Consortium - 0 views
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The NMC is pleased to announce the interim results of the 2013 Horizon.K12 Project, as presented at the 2013 CoSN Conference in San Diego. The Horizon Project Advisory Board voted for the top 12 emerging technologies as well as the top ten trends and challenges that they believe will have a significant impact on teaching, learning, and creative inquiry in global K-12 education over the next five years. These initial results will be compiled into an interim report, known as the "Short List," and described in further detail.
Millennial Students and Middle-aged Faculty: A Learner-centered Approach | Faculty Focus - 0 views
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"The problem is my age. It relentlessly advances while the faces staring back at me in the classroom remain the same, fixed between late adolescence and early adulthood. In short, I grow old while my students do not. And the increasing gap between our ages causes me some concern, pedagogically speaking." Perhaps figuring out how to honor the two perspectives in the classroom can offer us the best of both worlds: a learner-centered classroom for both teacher and student.
How to Foster Grit, Tenacity and Perseverance: An Educator's Guide | MindShift - 0 views
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"How can we best prepare children and adolescents to thrive in the 21st century? This question is at the heart of what every educator attempts to do on a daily basis. Apart from imparting content of knowledge and facts, however, it's becoming clear that the "noncognitive competencies" known as grit, perseverance, and tenacity are just as important, if not more so, in preparing kids to be self-sufficient and successful."
How Free Play Can Define Kids' Success | MindShift - 0 views
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Creativity plays an integral part of developing these seven skill sets.
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Keeping children on rigid, academically driven schedules denies them the space for some of the real self-learning that will see them through unexpected challenges, the ones that aren’t on the test.
Minecraft spawns classroom lessons - The Washington Post - 0 views
20 High Quality Free Fonts for Designers - StumbleUpon - 1 views
Storyline Online - 0 views
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